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Grand Duchy of

Reme
Pathfinder Sourcebook

Frog God
PATHFINDER Games
COMPATIBLE
Grand Duchy of Reme
Convenient Reference Guide to Reme
Pathfinder
©2020 Frog God Games. All rights
reserved. Reproduction without the written
permission of the publisher is expressly
Authors: Matt Finch, Casey Christofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer forbidden. Frog God Games and the Frog
Editor: Jeff Harkness God Games logo is a trademark of Frog
God Games. All characters, names, places,
Pathfinder Conversion: Michael “Mars” Russell items, art and text herein are copyrighted
Producer: Matt Finch by Frog God Games, Inc. The mention of
Project Managers: Matt Finch, Edwin Nagy or reference to any company or product
in these pages is not a challenge to the
Cover Design: Charles A. Wright trademark or copyright concerned.
Cover Art: Colin Chan Product Identity: The following items
are hereby identified as Frog God Games
Interior Art: Julio De Carvahlo, Colin Chan, Santa Norvaisaite, Michael Syrigos LLC’s Product Identity, as defined in the
Art Direction: Casey Christofferson Open Game License version 1.0a, Section
Cartography: Robert Altbauer 1(e), and are not Open Game Content:
product and product line names, logos
Layout: Suzy Moseby and identifying marks including trade
dress; artifacts; creatures; characters;
stories, storylines, plots, thematic
elements, dialogue, incidents, language,
artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts,
themes and graphic, photographic and
other visual or audio representations;
names and descriptions of characters,
spells, enchantments, personalities, teams,
personas, likenesses and sptecial abilities;
places, locations, environments, creatures,
equipment, magical or supernatural
abilities or effects, logos, symbols, or
graphic designs; and any other trademark
or registered trademark clearly identified
as Product Identity. Previously released
Open Game Content is excluded from the
above list.

Adventures

Frog God Games is: Worth


Winning

Bill Webb, Matthew J. Finch, Zach Glazar, Frog God Games


Charles A. Wright, Edwin Nagy, ISBN: 978-1-62283-847-9
PF PDF
Mike Badolato and John Barnhouse
Table of Contents 28. Caribou............................................................................. 12
29. Cattle Drive..................................................................... 12
Roles and Backgrounds.......................................................
.......................................................55
30. Cavalry Troop.................................................................. 12
Arcanum Collegium Graduate (feat).....................................
).....................................55
31. Centaurs............................................................................ 13
Bandi (Region Trait - Reme).....................................................
).....................................................66
32. Chimera............................................................................. 13
Duke’s Lesser Justice (Region Trait - Reme).
). ........................6
........................6
33. Cockatrice. ...................................................................... 13
Terrier (Region Trait - Reme).
). .................................................6
.................................................6
34. Creatures of Shadow...................................................... 13
Circle of the Old Oak (Druid Archetype).
). ..........................6
..........................6
35. Crocodile......................................................................... 13
Dedication to the Old Oak (Ex)............................................
)............................................77
36. Cute Squirrels. ............................................................... 13
The Power of Sacrifice (Su)...................................................
)...................................................77
37. Deer. .................................................................................. 13
The Lore of Plants (Sp)..........................................................
)..........................................................77
38. Dragon.............................................................................. 13
The Oak’s Blessing (Sp)..........................................................
)..........................................................77
39. Dragon, Green................................................................. 14
References and Encounters.................................................
.................................................77
40. Druid................................................................................. 14
1. The Rathole. .........................................................................7
.........................................................................7
41. Dwarves. ............................................................................ 14
2. LeCroiy Linens.....................................................................7
....................................................................7
42. Eagle or Hawks................................................................ 14
3. The Red Thumb Rogues.......................................................
.......................................................77
43. Elk..................................................................................... 14
4. Romblad Marsalle and the Wheelwrights.... ......................7
......................7
44. Elves.................................................................................. 14
5. Slavers. .................................................................................7
.................................................................................7
45. Ettin.................................................................................. 14
6. Ice Cultists..........................................................................8
.........................................................................8
46. Fire Giants........................................................................ 14
7. Red Thumb Gang. .................................................................8
.................................................................8
47. Fishing Boats (Foerdewaith).
). ......................................... 14
8. Waymarch Cavalry Troop...................................................8
..................................................8
48. Fishing Boats (Loreclan).
). .............................................. 15
9. Waymarch Garrison Troops...............................................
...............................................88
49. Foot Patrol...................................................................... 15
10. Loreclan Encampment.......................................................
.......................................................88
50. Frost Giants. ................................................................... 15
11. Highwaymen.........................................................................9
........................................................................9
51. Fur Trappers...................................................................... 15
12. Mithraic Priests. ................................................................9
................................................................9
52. Giant Badger.................................................................... 15
13. Wheelwright Enforcers.....................................................
.....................................................99
53. Giant Boar........................................................................ 15
14. Wheelwright Caravan........................................................9
.......................................................9
54. Giant Crocodile.............................................................. 15
15. Road Agency Guards........................................................ 10
55. Giant Eagle. ..................................................................... 15
16. Audit of Sefagreth........................................................... 10
56. Giant Elk.......................................................................... 16
17. Priesthoods of Vanitthu................................................. 10
57. Giant Hyaena.................................................................... 16
18. The Compass Tower. ........................................................ 10
58. Giant Mountain Goat (and giant bighorn sheep).
). ...... 16
19. Ancient Green Dragon Aureensaador. .......................... 10
59. Giant Owl. ....................................................................... 16
20. Ankheg............................................................................... 11
60. Giant Snake...................................................................... 16
21. Bandits................................................................................ 11
61. Giant spiders..................................................................... 16
22. Barge.................................................................................. 11
62. Giant Toad. ...................................................................... 16
23. Bears................................................................................... 11
63. Giant wasps. ..................................................................... 16
24. Blood Hawk...................................................................... 11
64. Gnoll Tribe. ..................................................................... 16
25. Bugbears. ........................................................................... 11
65. Gnoll Warband................................................................ 17
26. Bulette.............................................................................. 12
66. Gnomes............................................................................. 17
27. Caravan. ............................................................................ 12
67. Griffon.............................................................................. 17 106. Wood Elves (Forest Wolf Clan)................................
)................................ 22
68. Harpy................................................................................. 17 107. Worgs............................................................................. 22
69. Hill Giant......................................................................... 17 108. Wyverns.......................................................................... 22
70. Hippogriff......................................................................... 17 109. Zombies........................................................................... 22
71. Hobgoblins. ...................................................................... 17 Appendix A: Creature Stat Blocks................................... 22
72. Humanoid Warband......................................................... 17
73. Hyaenas............................................................................. 18
74. Kobolds. ........................................................................... 18
75. Lion................................................................................... 18
76. Loreclan Riders................................................................ 18
77. Lycanthrope...................................................................... 18
78. Manticore......................................................................... 19
79. Ogres................................................................................ 19
80. Orcs.................................................................................. 19
81. Owlbear............................................................................. 19
82. Pashtar Druid. ................................................................. 19
83. Pashtar Ranger. ............................................................... 19
84. Pegasus............................................................................ 19
85. Peryton............................................................................ 20
86. Pteranodon..................................................................... 20
87. Ravens............................................................................... 20
88. Roc................................................................................... 20
89. Saber-toothed tiger........................................................ 20
90. Satyr. ............................................................................... 20
91. Small settlement (Centaur).
)........................................... 20
92. Small settlement (Foerdewaith).
). .................................. 20
93. Small settlement (Gnomes)...........................................
)........................................... 20
94. Small Settlement (Human)............................................
)............................................ 20
95. Small settlement (Loreclan)..........................................
).......................................... 21
96. Snake................................................................................. 21
97. Stirges............................................................................... 21
98. Stone Giants.................................................................... 21
99. Traders.............................................................................. 21
100. Treant.............................................................................. 21
101. Troll................................................................................. 21
102. Werebear......................................................................... 22
103. Wild Cattle.................................................................... 22
104. Wild Horses. ................................................................. 22
105. Wolves............................................................................ 22

|3
Author Biography:
Matt Finch, born November 15, 1967, is generally considered the main founder of the gaming movement known as the
OSR. He won an ENNIE award in 2009 for the Swords & Wizardry game (a restatement of the rules of Original 1974-1978
Dungeons & Dragons) and is the author of the Quick Primer for Old School Gaming along with numerous other D&D
resource books, including the Tome of Adventure Design. Finch is one of the founding members of Frog God Games, the
successor to Necromancer Games. Matt is a graduate of Harvard College and Georgetown Law School.

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|Th e G r an d D uchy of R e me - S&W R e fe re nce G u i d e
Convenient Reference Guide to Reme
Pathfinder
By Matt Finch with Casey Christofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer
Pathfinder RPG Development: Michael Russell

R oles
and
B ackgrounds
This section contains rules for player character backgrounds, and Although you focused your studies on one discipline or set of
class specialties and related equipment. disciplines, like any graduate of the Arcanum Collegium you studied a
wide range of topics. You might not be as knowledgeable about history
as someone who has dedicated a great deal of time to the study of
Arcanum Collegium Graduate (feat) it, but you know much more than the common person. This goes for
other topics and disciplines, and a little knowledge can go a long way.
You have earned a degree from the prestigious Arcanum Collegium Your education was broad and comprehensive; you know more about a
in the city of Reme. This is no small feat, for the coursework is grueling variety of topics than those who have simply studied a text or listened at
and the exams at the end are very thorough. You need not have studied the feet of a scholar. Even more, you can usually use your knowledge of
the arcane arts, for the Collegium offers courses in all manner of one subject to support gaps in your knowledge of another.
subjects from history to medicine. Having attended and graduated from Graduates of the Arcanum Collegium are a diverse group who
the Collegium, you likely participated in the Student Houses, spent at come from across Akados. They share a love of lore and learning, the
least one night at the Blue Rooster, and took part in other activities the experience of attending one of the finest institutions of higher education
students of the college are known for. on the continent, and a certain degree of pride in their accomplishment.

R ole s an d B ackgroun d | 5
You gain a +1 trait bonus to Disable Device, Disguise, and Knowledge
(Local), and one of them is always a class skill for you. You also gain
Collegium Education an official badge of office that, if lost, can be replaced for a 50 gp fee.
You have been educated at the Arcanum Collegium or similar
institution of higher learning.

When you choose this feat, you gain the following:


Terrier (Region Trait - Reme)
* Choose two of the following skills; they become Class Skills:
You are a Terrier, a member in good standing of the city of Reme’s
Knowledge (Arcana), Knowledge (History), Knowledge (Local),
Guild of Rat-Catchers and Sewer Wardens. Sure, you’re unappreciated,
Knowledge (Nature), or Knowledge (Religion) but the money is good and the work is an adventure. At least that is
* If you are not trained in any of the skills from the above list, what the guild says. In truth, the pay is modest but fair, and the work is
you may attempt them untrained. mostly dull and dirty with occasional moments of pants-soiling terror.
You wouldn’t have it any other way.
You know the city streets better than anybody. Even the most skilled
Bandi (Region Trait - Reme) thief doesn’t know the hidden spots where the rats hide, the place where
the Terriers work. Even more, you know the areas beneath the city
streets, the sewers, basements, cellars, and even the occasional natural
You are or were a trained and equipped journeyman of the city of cave. The people who live there know you as well, and you can usually
Reme’s Honorable and Courageous Band of Free City-Holders. As a get along with the poorer segments of society.
full-time artisan and part-time city watch, you are trained in combat, Terriers are a small but fierce guild, proud in their work and often
though you are likely not as good as someone who spends their full time proud of their isolation from the rest of society. They tend to be brave,
preparing for war. Although you have the full complement of arms and honest, and tough, if a bit coarse. Their flaws tend to reflect this
armor required of a journeyman, these are kept at a guardhouse and you coarseness and pride, for both can combine to produce prickly tempers.
can’t take them out without special permission. You can move through areas at least half your size with no Penalty
Like most Bandi, you are used to being the big person on the street, the for squeezing. You can move through a space at least one-quarter your
force of law, and the best armed and armored combatant on the block. width using the penalties for squeezing through a space at least half
The common people of the city of Reme respect the Bandi, and if they your width. This ability does not stack with the Compression universal
don’t, they learn to. You are more than just an artisan, and the guilds monster rule.
of lesser cities are kept well informed that the Bandi are warriors and You begin play with Rat-catcher’s tools (see side box) and a map of
workers. When you walk into a room, you reflexively scan the crowd the city’s sewer entrances.
and assess the threats before settling down to business.
The Bandi are an elite group in the city, and they tend to show it. Not
just warriors or watchmen, they are also educated artisans. As the official Rat-Catcher’s Tools
city watch and guard, they can wield enormous power, and this shows in
how they deal with people outside their guild. While your flaws tend to Cost 5 gp
represent this arrogance and strength, your ideals tend toward pride in Weight 10 pounds
working hard and fulfilling your duties.
Rat-catchers and other vermin hunters use rat-catcher’s tools
You gain a +1 trait bonus to Intimidate, Sense Motive, and a single to do their job. They consist of traps, boxes, cages, a long pole
Craft skill of your choice, and one of them is always a class skill for you. with a spike on one end and a hook/basket arrangement on the
other, heavy gloves, and various sharp instruments and mild
poisons. You can use a set of rat-catcher’s tools to trap a creature
of Tiny of smaller size or the hooked pole to grab a creature of
Duke’s Lesser Justice (Region the same size at a range of 10 feet.

Trait - Reme)
You are one of the Grand Duke’s lesser justices, sworn to not just
the ducal service but to Yrsa the Dove, the Duke’s Justice. Tasked with
Circle of the Old Oak (Druid
proactively enforcing the law, or failing that, justice, throughout the
Grand Duchy of Reme, you spend most of your time traveling the land. Archetype)
The people chosen for lesser justices are not just warriors willing to
battle evil; the grand duke and duke’s justice both want arrests, trials, The schismatic druids who worship at the base of the Old Oak have
and executions to be conducted with all proper law and due process. This formed their own druidic circle, one that is far more infected with
means that many if not all of the lesser justices are more than capable of bloodlust than other circles in the grand duchy. The Old Oak is a mighty
infiltrating criminal organizations, gathering information from the lower being, not quite a deity but not truly a mortal, and grants certain powers
reaches of society, attending noble balls and parties, and even breaking to its worshippers. These druids tend to be of evil alignment and make
into locked rooms to acquire incriminating evidence. It is only when all great foes, but not so great player characters.
the proof is in hand that they kick in doors and drag people off to the
duke’s dungeons.
The lesser justices are known throughout the grand duchy — not
personally (as that would often defeat their purpose), but their office Dedication to the Old Oak (Ex)
and existence are well known. While in disguise, most people will not At 1st level, you must dedicate yourself to the Old Oak. You gain
believe you when you tell them whom you serve; when you present your no strength now, but must forsake any other natural bonds. This ability
badge, things change. The honest, true, and loyal will render aid; the replaces Nature Bond.
lawbreakers will cower in fear or run. At least, that’s the idea.

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|Th e G r an d D uchy of R e me - S&W R e fe re nce G u i d e
The Power of Sacrifice (Su) 2. LeCroiy Linens
Beginning at 6th level, you may regain spent spell slots by sacrificing
living creatures. This requires a one-hour ritual beneath the moon at the LeCroiy CR 6
base of an oak tree (the Old Oak can feel the sacrifice through any oak XP 2,400
in the Sternwood). You regain a number of levels of spent spell slots hp 42 (Pathfinder Roleplaying Game NPC Codex, “Freelance
equal to the total hit dice of the creatures sacrificed. You may only do Thief”)
this once per day.
Gavestone Rogue (20) CR 1
XP 400
The Lore of Plants (Sp) hp 18 (Pathfinder Campaign Setting: Magnimar, City of
Monuments, “Thug”)
Beginning at 10th level, you may cast speak with plants at will.
Furthermore, when you cast tree stride and enter an oak, you can exit
from any oak in the Sternwood.
3. The Red Thumb Rogues
Ambrosguie Savion CR 11
The Oak’s Blessing (Sp) XP 12,800
At 14th level you gain the ability to take on the form of the oak while hp 93 (Pathfinder Campaign Setting: Inner Sea NPC Codex,
still maintaining the flexibility of a fleshy being. Following a one-hour “Secret Agent”)
ritual and the sacrifice of at least 5 hit dice of living creatures to the Old
Oak (or another oak within the Sternwood), you are under the effects of Red Thumb Rogue (20) CR 1
Plant Shape III, except this oaken form lasts for a number of hours equal XP 400
to your Wisdom modifier, after which you revert to your natural form hp 18 (Pathfinder Campaign Setting: Magnimar, City of
and become fatigued. You may only do this once per day.
Monuments, “Thug”)

4. Romblad Marsalle and the


R eferences Wheelwrights.
and E ncounters Romblad Marsalle CR 3
XP 800
hp 22 (Pathfinder Roleplaying Game GameMastery Guide,
“Dealer”)

Wheelwright Thug CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
1. The Rathole “Street Thug”)

Wheelwright Sneak CR 1/2


XP 200
Fealie Olein CR 4
hp 5 (Pathfinder Roleplaying Game GameMastery Guide,
XP 1,200
“Pickpocket”)
hp 41 (Pathfinder Roleplaying Game NPC Codex, “Guild
Initiate”)

Borgo CR 1
5. Slavers
XP 400
Slaver CR 3
hp 28 (Pathfinder Roleplaying Game NPC Codex, “Dwarven
XP 800
Rager”)
hp 30 (Pathfinder Roleplaying Game GameMastery Guide,
“Slaver”)
Cordut CR 4
XP 1,200
Street Thug (1d3+3) CR 1
hp 51 (Pathfinder Roleplaying Game NPC Codex, “Grizzled
XP 400
Mercenary”)
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
“Street Thug”)

R e fe re nce s an d E ncounte rs | 7
Waymarch Calvary CR 2
6. Ice Cultists XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
Ice Cultist (2d4) CR 2 Calvary”)
XP 600
hp 16 (Appendix A: Creature Stat Blocks, “Ice Cultist”) Loreclannic Knight CR 2
XP 600
Sven the Gaunt CR 7 hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
XP 3,200 Knight”)
hp 52 (Appendix A: Creature Stat Blocks, “Sven the Gaunt”)
Cavalry Officer CR 7
XP 3,200
7. Red Thumb Gang hp 76 (Pathfinder Roleplaying Game NPC Codex, “Knight”)

The Red Thumb Gang comprises 3d4 spies, 2d4 scouts, 1d4 thugs, Loreclannic Scout CR 1/2
2 assassins, and a captain, as well as any number of commoners. XP 200
Sometimes they are supported by up to 2 mages. Choose from amongst hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
these depending on your party and the type of encounter.
Cleric of Mithras CR 5
Red Thumb Assassin (2) CR 8 XP 1,600
XP 4,800 hp 39 (Appendix A: Creature Stat Blocks, “Cleric of
hp 63 (Pathfinder Roleplaying Game GameMastery Guide, Mithras”)
“Slayer”)
Journeyman Wizard CR 5
Red Thumb Captain CR 11 XP 1,600
XP 12,800 hp 33 (Pathfinder Roleplaying Game GameMastery Guide,
hp 74 (Pathfinder Roleplaying Game GameMastery Guide, “Battle Mage”)
“Bandit Lord”)

Red Thumb Mage (1d3 - 1) CR 5


XP 1,600
9. Waymarch Garrison Troops
hp 33 (Pathfinder Roleplaying Game GameMastery Guide, This is a small military garrison with 30 foot soldiers, 25 archers and
“Battle Mage”) a few officers.

Red Thumb Scout (2d4) CR 1/2 Watch Captain CR 6


XP 200 XP 2,400
hp 11 (Pathfinder Roleplaying Game GameMastery Guide, hp 57 (Pathfinder Roleplaying Game GameMastery Guide,
“Bandit”) “Watch Captain”)

Red Thumb Spy (3d4) CR 1/2 Guard Officer (3) CR 3


XP 200 XP 800
hp 10 (Pathfinder Roleplaying Game NPC Codex, hp 34 (Pathfinder Roleplaying Game GameMastery Guide,
“Cutpurse”) “Guard Officer”)

Red Thumb Thug (1d4) CR 1 Foot Soldier (30) CR 1/3


XP 400 XP 135
hp 18 (Pathfinder Campaign Setting: Magnimar, City of hp 8 (Pathfinder Roleplaying Game GameMastery Guide,
Monuments, “Thug”) “Foot Soldier”)

8. Waymarch Cavalry Troop Archer (25) CR 1/2


XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”)
The numbers and types of people encountered are as listed in the
main text. All are mounted on warhorses. The equivalent stat blocks
are indicated below. 10. Loreclan Encampment.
Warhorse CR 2 The encampment has 30 Loreclan Scouts, 2 Loreclannic Knights and
XP 600 20 noncombatant commoners.
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”) Warhorse CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
Loreclannic Knight (2) CR 2

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|Th e G r an d D uchy of R e me - S&W R e fe re nce G u i d e
XP 600 Wheelwright Commander CR 6
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic XP 2,400
Knight”) hp 53 (Pathfinder Roleplaying Game GameMastery Guide,
“Highwayman”)
Loreclannic Scout (30) CR 1/2
XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
14. Wheelwright Caravan
The Wheelwright Caravan is led by Caravan Master David
11. Highwaymen Wheelwright. It comprises 10 wagons pulled by 20 oxen and 2 yak-
beasts and 1 battle-wagon pulled by 4 yak-beasts . Ten teamsters keep
the caravan moving. It is guarded by 2 mastiffs, 20 cavalry, 12 archers,
Black Jack Cutter is a bandit lord. The highwaymen are composed of and 16 caravan guards. There are four merchants in the caravan:
bandits, brigands, and cutpurses, as desired. Clinkem Darley, Ombert Shae, Guenivere Bartley, and Peter Miller
They have one passenger, a chaotic good male human mage by the
Black Jack Cutter CR 11 name of Bartholomew Brown.
XP 12,800
hp 74 (Pathfinder Roleplaying Game GameMastery Guide, Archer (12) CR 1/2
“Bandit Lord”) XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”)
Bandit CR 1/2
XP 200 Clinkem Darley, Ombert Shae, Guenivere Bartley,
hp 11 (Pathfinder Roleplaying Game GameMastery Guide, and Peter Miller CR 5
“Bandit”) XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
Brigand CR 1/2 “Traveling Merchant”)
XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”) Caravan Guard (16) CR 1
XP 400
Cutpurse CR 1/2 hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
XP 200 “Caravan Guard”)
hp 10 (Pathfinder Roleplaying Game NPC Codex,
“Cutpurse”) Caravan Master David Wheelwright CR 7
XP 3,200
12. Mithraic Priests hp 40 (Pathfinder Roleplaying Game GameMastery Guide,
“Guide”)

Calvary (20) CR 2
Rector Aubree CR 5 XP 600
XP 1,600 hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
hp 39 (Appendix A: Creature Stat Blocks, “Cleric of Calvary”)
Mithras”)
Mastiff (2) CR 1
Initiate of the Bull (9) CR 1/2 XP 400
XP 200 hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
hp 5 (Pathfinder Roleplaying Game GameMastery Guide,
“Acolyte”) Oxen (20) CR 2
XP 600
Venerate of Mitra (3) CR 2 hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
XP 600 Animal, Aurochs”)
hp 20 (Appendix A: Creature Stat Blocks, “Venerate of
Mitra”) Teamster (10) CR 1
XP 400
13. Wheelwright Enforcers hp 15 (Pathfinder Roleplaying Game GameMastery Guide,
“Vagabond”)

Warhorse CR 2
Wheelwright Thug (15) CR 1 XP 600
XP 400 hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
hp 16 (Pathfinder Roleplaying Game GameMastery Guide, Heavy”)
“Street Thug”)
Yak-Beasts (6) CR 4
Wheelwright Captain (3) CR 3 XP 1,200
XP 800 hp 42 (Pathfinder Roleplaying Game Bestiary, “Herd
hp 30 (Pathfinder Roleplaying Game GameMastery Guide, Animal, Bison”)
“Slaver”)

R e fe re nce s an d E ncounte rs | 9
Cargo: One-and-a-half wagons’ worth of empty space (0gp),
one-half wagon of local trinkets (200gp), 2 wagons of 17. Priesthoods of Vanitthu
full wine casks (2000gp total), half-wagon of rare spices
(3000gp), 2 wagons of semi-rare spices (5000gp total), half- Chaplain Kaisla the Bold CR 8
wagon of paper and parchment (500gp), 2 wagons of dyes XP 4,800
(1000gp total), half-wagon of barreled nuts (500gp), half- hp 70 (Pathfinder Roleplaying Game GameMastery Guide,
wagon of carpets (2000gp) “Priest”)
Cash-box: 1038gp in varying denominations.
Knight of Vanitthu (12) CR 6
XP 2,400
15. Road Agency Guards hp 51 (Pathfinder Roleplaying Game GameMastery Guide,
“Holy Warrior”)
The officer of this group of guards is a guard officer and the Road
Agency Mercenaries use the stats of (50%) bandits and (50%) guards Ser Jarroth, Paladin Watchman CR 9
XP 6,400
Bandit CR 1/2 hp 84 (Pathfinder Roleplaying Game NPC Codex, “Pious
XP 200 Guard”)
hp 11 (Pathfinder Roleplaying Game GameMastery Guide,
“Bandit”)
18. The Compass Tower
Guard CR 1
XP 400 Lord Marracin CR 14
hp 19 (Pathfinder Roleplaying Game GameMastery Guide, XP 38,400
“Guard”) hp 109 (Pathfinder Campaign Setting: Inner Sea NPC
Codex, “Mage of the Third Eye”)
Guard Officer CR 3
XP 800 Cloette Herriot CR 12
hp 34 (Pathfinder Roleplaying Game GameMastery Guide, XP 19,200
“Guard Officer”) hp 81 (Pathfinder Roleplaying Game NPC Codex,
“Pyromaniac Mage”)
16. Audit of Sefagreth Rolphe Fennic CR 9
XP 6,400
Acolyte of Sefagreth (2d6) CR 1 hp 73 (Pathfinder Roleplaying Game NPC Codex, “Prankster
XP 400 Illusionist”)
hp 11 (Appendix A: Creature Stat Blocks, “Acolyte of Change Race to Human
Sefagreth”)
Apprentices CR 1/2
Auditor of Sefagreth (4) CR 4 XP 200
XP 1,200 hp 9 (Pathfinder Roleplaying Game NPC Codex, “Cautious
hp 28 (Appendix A: Creature Stat Blocks, “Auditor of Mage”)
Sefagreth”)

High Auditor Maxim Crysios CR 6 19. Ancient Green Dragon


XP 2,400
hp 39 (Appendix A: Creature Stat Blocks, “High Auditor of
Sefagreth”)
Aureensaador
The ancient green dragon Aureensaador dwells in the Baronswood
Loreclannic Knight (5) CR 2 and has been the death of many an adventuring party there.
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic Aureensaador CR 17
Knight”) XP 102,400
hp 310 (Pathfinder Roleplaying Game Bestiary, “Green
Mastiff (2) CR 1 Dragon, Ancient”)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
20. Ankheg
Ankheg burrows are found throughout Reme, even alongside the
roads. Bounties of 20 gp are paid for an ankheg’s head in almost any
large settlement in the Grand Duchy.

Ankheg CR 3
XP 800
hp 28 (Pathfinder Roleplaying Game Bestiary, “Ankheg”)
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21. Bandits 1d4 Goods Total Worth
Bandits are usually encountered in small groups, but in many cases 1 10 goats, 100 chickens, 5 pigs, 5 cows, 100 gp
these small groups are part of a much-larger encampment. Roll 1d20 and 1000 pounds of feed
to determine whether the encounter is with a small group or whether 2 100 yards each of canvas and cotton cloth, 150 gp
the characters have stumbled on the actual encampment. A roll of 1–17 10 yards of silk
indicates an encounter with a smaller patrol; a roll of 18–20 indicates an 3 200 pounds each of iron and copper, 20 170 gp
encounter with the encampment itself. pounds of silver
A small patrol would likely have 2d4 bandits and a bandit captain.
The encampment itself houses 20 + 1d10 bandits, 5 bandit captains, 4 500 pounds each of flour and wheat, 50 300 gp
and a bandit lord along with 10 or 20 commoners, 1d6 mastiffs, and pounds of spices (ginger, cloves, cinnamon,
several riding horses. saffron)

Bandit Lord CR 11
XP 12,800 23. Bears
hp 74 (Pathfinder Roleplaying Game GameMastery Guide,
“Bandit Lord”) The type of bear encountered depends on the terrain.
In forests: 1d3 black bears
Bandit Captain (1 or 5) CR 7 In mountains: 1d2 cave bears*
XP 3,200 In hills: 1d3 brown bears
hp 80 (Pathfinder Roleplaying Game GameMastery Guide, In grassland: 1d3 black bears
“Sellsword”) In river terrain: 1d3 black bears

Bandit (2d4 or 20+1d10) CR 1/2 Black Bear (1d3) CR 3


XP 200 XP 800
hp 11 (Pathfinder Roleplaying Game GameMastery Guide, hp 32 (Pathfinder Roleplaying Game Bestiary, “Bear, Black”)
“Bandit”)
Brown Bear (1d3) CR 4
Mastiff (1d6) CR 1 XP 1,200
XP 400 hp 42 (Pathfinder Roleplaying Game Bestiary, “Bear, Brown
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”) (Grizzly)”)

Cave Bear (1d2) CR 7


XP 3,200
22. Barge hp 95 (Pathfinder Roleplaying Game Bestiary, “Bear, Dire”)

Barges and keelboats are the lifeblood of Reme’s trade between


the interior and the city. A cargo barge typically has 1d4 guards, who
double as polemen when needed, 4 scouts, and a merchant. Typical
24. Blood Hawk
cargo might include cloth, grain, ale, and similar bulky goods. The value
of the cargo is 1d6 x 100 gp. For a more detailed list, roll 1d4 twice on
the table below and combine the results. Blood Hawk (1d6) CR 1
XP 600
Guard (1d4) CR 1 hp 6 (Tome of Horrors Complete, “Blood Hawk”)
XP 400
hp 19 (Pathfinder Roleplaying Game GameMastery Guide,
“Guard”)
25. Bugbears
Merchant CR 5
XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide, Bugbear (2d6) CR 2
“Traveling Merchant”) XP 600
hp 16 (Pathfinder Roleplaying Game Bestiary, “Bugbear”)
Scout (4) CR 2
XP 600
hp 30 (Pathfinder Roleplaying Game NPC Codex, “Poacher”) 26. Bulette
Roll 1d20. The encounter is with 1 bulette unless the die roll is a 20,
in which case there are 2 of the nasty critters.

Bulette CR 7
XP 3,200
hp 84 (Pathfinder Roleplaying Game Bestiary, “Bulette”)

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27. Caravan 28. Caribou
Roll 3d6 to determine how many wagons are in the caravan. This
determines the rest of the of the caravan’s composition: Caribou (4d6) CR 1/4
XP 100
03–06 4 wagons hp 11 (Tome of Horrors Complete, “Herd Animal, Deer”)
07–09 5 wagons
10–12 6 wagons 29. Cattle Drive
13 7 wagons
Cattle (4d6) CR 2
14 8 wagons
XP 600
15 9 wagons hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
16 10 wagons Animal, Aurochs”)
17 11 wagons
Warhorse CR 2
18 12 wagons XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Each wagon provides the caravan’s total composition with: Heavy”)
1 merchant
2 cavalry Loreclannic Knight CR 2
1 teamster XP 600
1 archer
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
1 Caravan guard
Knight”)
1 mastiff (trained for attack with caravan guard as handler).

Archer CR 1/2 Loreclannic Scout (1d4+3) CR 1/2


XP 200 XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”) hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)

Merchant CR 5
XP 1,600
30. Cavalry Troop
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
“Traveling Merchant”) A calvary troop has 1 or 2 captains mounted on warhorses
accompanied by 10 + 1d10 scouts mounted on warhorses. They are a
mix of loreclan and foerd.
Caravan Guard CR 1
XP 400
Warhorse CR 2
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
XP 600
“Caravan Guard”)
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
Calvary (2) CR 2
XP 600
Captain CR 2
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
XP 600
Calvary”)
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Knight”)
Mastiff CR 1
XP 400
Captain CR 2
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
Teamster CR 1
Calvary”)
XP 400
hp 15 (Pathfinder Roleplaying Game GameMastery Guide,
Scout CR 1/2
“Vagabond”)
XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Warhorse (2) CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)

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31. Centaurs 37. Deer
Centaur (1d4) CR 3 A family of 2d6 deer stand nervously.
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, “Centaur”) Deer (2d6) CR 1/4
XP 100
hp 11 (Tome of Horrors Complete, “Herd Animal, Deer”)
32. Chimera
Chimera CR 7
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary, “Chimera”)

33. Cockatrice
A gaggle of 3d4 cockatrices are bustling through the grass.

Cockatrice (3d4) CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary, “Cockatrice”)

34. Creatures of Shadow


Roll 1d4 or choose on the table below.

1d4 Creatures
1 3 shadows
2 1 wraith
3 1 wraith and 1d4 shadows
4 2 wraiths and 3d4 shadows

Shadow CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)

Wraith CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)

35. Crocodile
Some of the logs are moving. 1d4 crocodiles float nearby.

Crocodile (1d4) CR 2
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, “Crocodile”)

36. Cute Squirrels


Cute squirrels in the trees appear to be gathering nuts for wintertime.

R e fe re nce s an d E ncounte rs | 13
Adult White Dragon CR 10
38. Dragon XP 9,600
hp 149 (Pathfinder Roleplaying Game Bestiary, “White
Roll 1d100 to determine the type of dragon encounter: Dragon, Adult”)

1d100 Result Young Green Dragon CR 8


XP 4,800
01–60 This encounter is with an insignificant and common
hp 85 (Pathfinder Roleplaying Game Bestiary, “Green
wyrm, a youthful one that still hunts actively and
fairly indiscriminately. You may substitute any type of Dragon, Young”)
dragon or age category, by whatever means desired, but
the standard dragon encounter is with a young green Young Red Dragon CR 10
or red dragon. XP 9,600
hp 115 (Pathfinder Roleplaying Game Bestiary, “Red
61–80 This is an encounter with one adult black or green Dragon, Young”)
dragon that is hunting.
81–00 This is an encounter with a hunting adult red or
white dragon (white dragons are encountered only in
mountainous or hilly terrain).
39. Dragon, Green
This is 50/50 chance of being an adult or a young green dragon.
Adult Black Dragon CR 11
XP 12,800 Adult Green Dragon CR 12
hp 161 (Pathfinder Roleplaying Game Bestiary, “Black XP 19,200
Dragon, Adult”) hp 172 (Pathfinder Roleplaying Game Bestiary, “Green
Dragon, Adult”)
Adult Green Dragon CR 12
XP 19,200 Young Green Dragon CR 8
hp 172 (Pathfinder Roleplaying Game Bestiary, “Green XP 4,800
Dragon, Adult”) hp 85 (Pathfinder Roleplaying Game Bestiary, “Green
Dragon, Young”)
Adult Red Dragon CR 14
XP 38,400
hp 212 (Pathfinder Roleplaying Game Bestiary, “Red
Dragon, Adult”)

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40. Druid Elven Warden CR 8
XP 4,800
This encounter is with a druid who has a 20% chance of having 1d4 hp 51 (Pathfinder Roleplaying Game NPC Codex, “Green
wolves friendly to it nearby. Warden”)

Druid CR 6
XP 2,400 45. Ettin
hp 38 (Pathfinder Roleplaying Game GameMastery Guide,
“Hermit”) Ettin (1d2) CR 6
XP 2,400
Wolf (1d4) CR 1 hp 65 (Pathfinder Roleplaying Game Bestiary, “Ettin”)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
46. Fire Giants
41. Dwarves 1d3 fire giants (90% chance) or 1 fire giant king and 2d6 fire giants
(10% chance).
3d6 dwarf recruits and a dwarf thug.
Fire Giant (1d3 or 2d6) CR 10
Dwarf Recruit (3d6) CR 1/3 XP 9,600
XP 135 hp 142 (Pathfinder Campaign Setting: Giants Revisited,
hp 8 (Pathfinder Roleplaying Game NPC Codex, “Recruit”) “Giant, Fire”)

Dwarf Thug CR 1 Fire Giant King CR 19


XP 400 XP 204,800
hp 28 (Pathfinder Roleplaying Game NPC Codex, “Dwarven hp 313 (Pathfinder Campaign Setting: Giants Revisited,
Rager”) “Fire Giant, King”)

42. Eagle or Hawks


47. Fishing Boats (Foerdewaith)
1 eagle or 2d6 hawks
Population of 1d3 fishing boats. Each has 1 or 2 commoners and a
Eagle CR 1/2 10% chance of a more flightworthy crewmember (as pirate).
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, “Eagle”)

Hawk (2d6) CR 1/3 ­48. Fishing Boats (Loreclan)


XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, “Hawk”) As above

43. Elk 49. Foot Patrol


Elk (4d6) CR 1 This is for Road encounters in general and is 10 + 1d6 foot soldiers
XP 400 plus a captain and one serjeant (veteran) for each full group of four
hp 15 (Pathfinder Roleplaying Game Bestiary 3, “Herd foot soldiers.
Animal, Elk”)
Captain CR 6
XP 2,400
44. Elves hp 57 (Pathfinder Roleplaying Game GameMastery Guide,
“Watch Captain”)
An elven warden and 2d6 elven scouts are working their way
through the woods. Serjeant (1 per 4 foot soldiers) CR 3
XP 800
Elven Scout (2d6) CR 4 hp 34 (Pathfinder Roleplaying Game GameMastery Guide,
XP 1,200 “Guard Officer”)
hp 47 (Pathfinder Roleplaying Game NPC Codex, “Cautious
Archer”) Foot Soldier (10+1d6) CR 1/3
XP 135
hp 8 (Pathfinder Roleplaying Game GameMastery Guide,
“Foot Soldier”)

R e fe re nce s an d E ncounte rs | 15
50. Frost Giants 52. Giant Badger
1d3 frost giants (90% chance) or 1 frost giant jarl and 2d6 frost Dire Badger (1d2) CR 2
giants (10% chance). XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 2, “Badger,
Frost Giant (1d3 or 2d6) CR 9 Dire”)
XP 6,400
hp 133 (Pathfinder Campaign Setting: Giants Revisited,
“Giant, Frost”) 53. Giant Boar
Frost Giant Jarl CR 18 Dire Boar (1d6) CR 4
XP 153,600 XP 1,200
hp 305 (Pathfinder Campaign Setting: Giants Revisited, hp 42 (Pathfinder Roleplaying Game Bestiary, “Boar, Dire”)
“Frost Giant, Jarl”)

51. Fur Trappers 54. Giant Crocodil


Crocodile (1d3) CR 2
Fur trappers move about the countryside in groups for safety, going XP 600
off individually for one or two days at a time. This encounter is with hp 22 (Pathfinder Roleplaying Game Bestiary, “Crocodile”)
a group of them. Roll 1d6 to determine the composition of the group:
Dire Crocodile (1d3) CR 9
1d6 Trapper Crew XP 6,400
1–3 Mule train with 2d6 mules and 1d6 fur trappers hp 138 (Pathfinder Roleplaying Game Bestiary, “Crocodile,
Dire”)
4–5 2 wagons, each pulled by a pair of riding horses, with 1d6
fur trappers and 2 archers
6 3 wagons, each pulled by a pair of riding horses, with 1d6 55. Giant Eagle
+ 1 fur trappers, 2 archers and 1 cavalry scouting.
Giant Eagle (1d2) CR 3
XP 800
Archer CR 1/2 hp 26 (Pathfinder Roleplaying Game Bestiary, “Eagle,
XP 200 Giant”)
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”)

Calvary CR 2
XP 600
56. Giant Elk
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch Elk (2d6) CR 1
Calvary”) XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary 3, “Herd
Trapper CR 3 Animal, Elk”)
XP 800
hp 30 (Pathfinder Roleplaying Game GameMastery Guide, Giant Elk (2d4) CR 4
“Trapper”) XP 1,200
hp 34 (Pathfinder Roleplaying Game Bestiary 2, “Herd
Mule CR 1/2 Animal, Elk (Megaloceros)”)
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Pony”) 57. Giant Hyaena
Riding Horse CR 1 Dire Hyena (1d6) CR 3
XP 400 XP 800
hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse, hp 26 (Pathfinder Roleplaying Game Bestiary, “Hyena,
Light”) Dire”)
Warhorse CR 2 Hyena (1d3) CR 1
XP 600 XP 400
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse, hp 13 (Pathfinder Roleplaying Game Bestiary, “Hyena”)
Heavy”)

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58. Giant Mountain Goat 61. Giant spiders
(and giant bighorn sheep) There is a 10% chance of one lone wolf-spider and a 90% chance of
a 3d4 giant spiders.
These encounters are with 1d6 + 1 mountain goats, with a 10%
Giant Spider (3d4) CR 1
chance for the goats to be accompanied by 1 dire goat.
XP 400
Dire Goat CR 3 hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider,
XP 800 Giant”)
hp 30 (Tome of Horrors Complete, “Herd Animal, Goat,
Dire”) Wolf-Spider CR 4
XP 1,200
Goat (1d6+1) CR 1/3 hp 45 (Tome of Horrors Complete, “Wolf-Spider”)
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary 3, “Herd
Animal, Goat”)
62. Giant Toad
A pair of giant toads surrounded by hundreds of (harmless) normal
59. Giant Owl toads.

Giant Toad (2) CR 2


Giant Owl CR 5
XP 600
XP 1,600
hp 22 (Pathfinder Roleplaying Game Bestiary 2, “Toad,
hp 57 (Pathfinder Roleplaying Game Bestiary 3, “Owl,
Giant”)
Giant”)

60. Giant Snake 63. Giant wasps


2d6 giant wasps are on the wing.
This encounter is with either 1d2 giant constrictor snakes or giant
venomous snakes, plus 1d3 normal snakes of the same type.
Giant Wasp (2d6) CR 3
XP 800
Giant Constrictor Snake (1d2) CR 5
hp 34 (Pathfinder Roleplaying Game Bestiary, “Wasp,
XP 1,600
Giant”)
hp 59 (Pathfinder Roleplaying Game Bestiary, “Advanced
Giant Snake, Constrictor”)

Giant Venomous Snake (1d2) CR 5


XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary 2, “Snake,
Cobra (Emperor)”)

Constrictor Snake (1d3) CR 2


XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Snake,
Constrictor”)

Venomous Snake (1d3) CR 1


XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Snake,
Venomous”)

R e fe re nce s an d E ncounte rs | 17
Poney CR 1/2
64. Gnoll Tribe XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Two gnoll warbands (see encounter 65, below), a gnoll chieftain, and Pony”)
3d6 noncombatant gnolls (young and too old) are either (25% chance) Sheep CR 1/3
on the march or (75%) encamped. XP 135
Gnoll Chieftain CR 9 hp 5 (Pathfinder Roleplaying Game Bestiary 3, “Herd
XP 6,400 Animal, Goat”)
hp 124 (Pathfinder Roleplaying Game Monster Codex, “Gnoll
Packlord”)
67. Griffon
65. Gnoll Warband Griffon (1d4) CR 4
2d6+3 gnolls, plus one gnoll bruiser for each 4 regular XP 1,200
gnolls. hp 42 (Pathfinder Roleplaying Game Bestiary, “Griffon”)

Gnoll (2d6+3) CR 1
XP 400
68. Harpy
hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
Harpy (2d6) CR 4
Gnoll Bruiser (1 per 4 gnolls) CR 3 XP 1,200
XP 800 hp 38 (Pathfinder Roleplaying Game Bestiary, “Harpy”)
hp 27 (Pathfinder Roleplaying Game Monster Codex, “Gnoll
Bruiser”) 69. Hill Giant
66. Gnomes Hill Giant (1d4) CR 7
XP 3,200
This is a group of gnome traders. Roll 1d2 to determine the hp 85 (Pathfinder Roleplaying Game Bestiary, “Giant, Hill”)
composition of the group.

1d2 Group Composition 70. Hippogriff


1 Mule train with 2d6 mules with 1d6 gnome traders.
Hippogriff (1d4) CR 2
2 2 wagons, each pulled by 2 ponies, with 1d6 gnome traders, XP 600
2 gnome guards, and a 50% chance of 2d6 herd animals (roll hp 22 (Pathfinder Roleplaying Game Bestiary 2, “Hippogriff”)
1d3: 1 — goats, 2 — donkeys, 3 — sheep.)

If there are six gnome traders, one of them is an illusionist.


Gnome Trader CR 1
71. Hobgoblins
XP 400 A hobgoblin raiding party, composed of 3d4 hobgoblins and 1
hp 21 (Pathfinder Roleplaying Game NPC Codex, “Daring hobgoblin lieutenant.
Bravo”)
Hobgoblin (3d4) CR 1/2
Gnome Illusionist CR 7 XP 200
XP 3,200 hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)
hp 46 (Pathfinder Roleplaying Game NPC Codex, “Trickster
Mage”) Hobgoblin Lieutenant CR 4
XP 1,200
Donkey CR 1/2 hp 47 (Pathfinder Roleplaying Game Monster Codex,
XP 200 “Hobgoblin Lieutenant”)
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Pony”)
Goat CR 1/3
XP 135
72. Humanoid Warband
hp 5 (Pathfinder Roleplaying Game Bestiary 3, “Herd There are 3d6 humanoids mounted on appropriate animals. Roll
Animal, Goat”) 1d3 for type (1 — goblins on wolves, 2 — orcs on dire wolves, 3 —
hobgoblins on worgs). They are led by 1d2 ogres mounted on dire
Mule CR 1/2 boars.
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse, Goblin (3d6) CR 1/3
Pony”) XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)

Wolf CR 1

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XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”) 76. Loreclan Riders
Hobgoblin (3d6) CR 1/2 Warhorse CR 2
XP 200 XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”) hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
Worg CR 2
XP 600 Loreclannic Knight CR 2
hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”) XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Orc (3d6) CR 1/3 Knight”)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, “Orc”) Loreclannic Scout (1d6+5) CR 1/2
XP 200
Dire Wolf CR 3 hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
XP 800
hp 37 (Pathfinder Roleplaying Game Bestiary, “Wolf, Dire”)
77. Lycanthrope
Ogre (1d2) CR 3
XP 800 Roll for 1d10 on the table below.
hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
1d10 Lycanthrope Type
Dire Boar CR 4
XP 1,200 1–3 1d2 werewolves
hp 42 (Pathfinder Roleplaying Game Bestiary, “Boar, Dire”) 4–5 1 werebear
6–7 1 wereboar
73. Hyaenas 8–9 1d3 + 1 wererats
10 1 weretiger
Hyena (2d6) CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Hyena”) Werebear (Hybrid Form) CR 4
XP 1,200
hp 46 (Pathfinder Roleplaying Game Bestiary 2,
74. Kobolds “Lycanthrope, Werebear”)

Wereboar (Hybrid Form) CR 2


Kobold (2d6) CR 1/4
XP 600
XP 100
hp 30 (Pathfinder Roleplaying Game Bestiary 2,
hp 5 (Pathfinder Roleplaying Game Bestiary, “Kobold”)
“Lycanthrope, Wereboar”)
Kobold Master Trapper CR 4
Wererat (Hybrid Form) CR 2
XP 1,200
XP 600
hp 31 (Pathfinder Roleplaying Game Monster Codex, “Kobold
hp 20 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope,
Master Trapper”)
Wererat”)

Weretiger (Hybrid Form) CR 4


75. Lion XP 1,200
hp 37 (Pathfinder Roleplaying Game Bestiary 2,
“Lycanthrope, Weretiger”)
Lion (2d4) CR 3
XP 800 Werewolf (Hybrid Form) CR 2
hp 32 (Pathfinder Roleplaying Game Bestiary, “Lion”) XP 600
hp 21 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope,
Werewolf”)

78. Manticore
Manticore (1d3) CR 5
XP 1,600
hp 57 (Pathfinder Roleplaying Game Bestiary, “Manticore”)

R e fe re nce s an d E ncounte rs | 19
Loreclannic Scout (1d2+2) CR 1/2
79. Ogres XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Ogre (1d4) CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”) 83. Pashtar Ranger
80. Orcs Pashtars are the negotiators, mediators, scholars, and problem-solvers
of the Plains of Reme. When traveling they are usually accompanied
by temporary retinues provided by Loreclans whose territory they
2d12 orcs led by a (50%) blood orc elder warrior or a (50%) black are passing through. The pashtar ranger is accompanied by 1d2 + 2
orc champion. Loreclan scouts and 1 Loreclannic Knight.

Orc (2d12) CR 1/3 Pashtar Ranger CR 8


XP 135 XP 4,800
hp 6 (Pathfinder Roleplaying Game Bestiary, “Orc”) hp 51 (Pathfinder Roleplaying Game NPC Codex, “Green
Black Orc Champion CR 5 Warden”)
XP 1,600 Change Race to Human
hp 43 (Appendix A: Creature Stat Blocks, “Black Orc
Champion”) Warhorse CR 2
XP 600
Blood Orc Elder Warrior (Raging) CR 5 hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
XP 1,600 Heavy”)
hp 58 (Appendix A: Creature Stat Blocks, “Blood Orc Elder
Warrior”) Loreclannic Knight CR 2
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
81. Owlbear Knight”)

Roll 1d10. On a 10, this encounter is with 2 owlbears and 1d3 Loreclannic Scout (1d2+2) CR 1/2
owlbear cubs. Otherwise, it is with a single owlbear. XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Owlbear CR 4
XP 1,200
hp 47 (Pathfinder Roleplaying Game Bestiary, “Owlbear”) 84. Pegasus
Owlbear Cub CR 3 Roll 1d10. On a 1–9, this encounter is with 1 pegasus; on a 10 there
XP 800 is a herd of 1d6 + 1.
hp 37 (Appendix A: Creature Stat Blocks, “Owlbear Cub”) Pegasus (1 or 1d6+1) CR 3
XP 800
hp 34 (Pathfinder Roleplaying Game Bestiary, “Pegasus”)
82. Pashtar Druid
Pashtars are the negotiators, mediators, scholars, and problem-solvers 85. Peryton
of the Plains of Reme. When traveling, they are usually accompanied
by temporary retinues provided by Loreclans whose territory they Peryton (1d3) CR 4
are passing through. The pashtar druid is accompanied by 1d2 + 2 XP 1,200
Loreclan scouts and 1 Loreclannic Knight. hp 42 (Pathfinder Roleplaying Game Bestiary 2, “Peryton”)

Pashtar Druid CR 6
XP 2,400 86. Pteranodon
hp 38 (Pathfinder Roleplaying Game GameMastery Guide,
“Hermit”) Pteranodon (1d6+6) CR 3
XP 800
Warhorse CR 2 hp 32 (Pathfinder Roleplaying Game Bestiary, “Pterosaur,
XP 600 Pteranodon”)
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”) 87. Ravens
Loreclannic Knight CR 2 A raven swarm wheels in the sky — there may be something dead in
XP 600 the distance that attracts their attention.
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Knight”) Raven Swarm CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary 6, “Raven
Swarm”)
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Mastiff CR 1
88. Roc XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
Roc CR 9
XP 6,400 Eagle CR 1/2
hp 120 (Pathfinder Roleplaying Game Bestiary, “Roc”) XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, “Eagle”)
89. Saber-toothed tiger
Saber-Toothed Tiger (1d2) CR 8
94. Small Settlement (Human)
XP 4,800 Human settlements in the High Downs are stone villages of 1d4 x 10
hp 105 (Pathfinder Roleplaying Game Bestiary, “Tiger, Dire humans and 1d6 gnomes (commoners) with guard animals (mastiffs
(Smilodon)”) and eagles) and a village elder.

90. Satyr Village Elder CR 1/2


XP 200
Satyr CR 4 hp 5 (Pathfinder Roleplaying Game GameMastery Guide,
XP 1,200 “Acolyte”)
hp 44 (Pathfinder Roleplaying Game Bestiary, “Satyr”)
Mastiff CR 1
XP 400
91. Small settlement (Centaur) hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)

A settlement with 2d6 centaurs. Eagle CR 1/2


XP 200
Centaur (2d6) CR 3 hp 5 (Pathfinder Roleplaying Game Bestiary, “Eagle”)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, “Centaur”)
95. Small settlement (Loreclan)
92. Small settlement Loreclan settlements are usually a mix of permanent wooden structures
and the tents of visitors from other loreclans. These settlements usually
(Foerdewaith) have a total of (1d4 + 1) x 10 people with a Loreclan knight, 1d6
Loreclan scouts, and the rest commoners.
Foerdewaith settlements in Reme are small villages of 1d6 x 10
commoners living in stone or wooden buildings. The Foerdewaith are Warhorse CR 2
more traditionally feudalistic than the Loreclans, so these villages are XP 600
generally under the care of a mayor or a knight, ruled by a lord (who hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
is most likely not present). Foerdewaith settlements cultivate crops and Heavy”)
also keep domesticated cattle far more placid than the wild kind of the
plains. Loreclannic Knight CR 2
XP 600
Knight CR 7 hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
XP 3,200 Knight”)
hp 76 (Pathfinder Roleplaying Game NPC Codex, “Knight”)
Loreclannic Scout (1d6) CR 1/2
Mayor CR 5 XP 200
XP 1,600 hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
hp 31 (Pathfinder Roleplaying Game NPC Codex, “Mayor”)

93. Small settlement (Gnomes) 96. Snake


Gnomish settlements are small villages of 1d4 x 10 gnomes A den of 3d6 (50%) venomous or (50%) constrictors snakes.
(commoners) living in well-built stone houses, often having
interconnected basements and escape tunnels. These settlements are Constrictor Snake (3d6) CR 2
surrounded by guard animals (mastiffs and eagles), making it extremely XP 600
difficult to take the gnomes by surprise. A gnome illusionist generally hp 19 (Pathfinder Roleplaying Game Bestiary, “Snake,
acts as the leader of such small settlements. Constrictor”)

Gnome Illusionist CR 7 Venomous Snake (3d6) CR 1


XP 3,200 XP 400
hp 46 (Pathfinder Roleplaying Game NPC Codex, “Trickster hp 13 (Pathfinder Roleplaying Game Bestiary, “Snake,
Mage”) Venomous”)

R e fe re nce s an d E ncounte rs | 21
Warhorse CR 2
97. Stirges XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Stirge (1d6+3) CR 1/2 Heavy”)
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
100. Treant
98. Stone Giants Treant CR 8
XP 4,800
1d3 stone giants (90% chance) or 1 stone giant elder and 2d6 stone hp 114 (Pathfinder Roleplaying Game Bestiary, “Treant”)
giants (10% chance).

Stone Giant (1d3 or 2d6) CR 8 101. Troll


XP 4,800
hp 102 (Pathfinder Campaign Setting: Giants Revisited, This encounter is with (80%) 1 troll or (20%) 1d3 + 1 trolls.
“Giant, Stone”)
Troll (1 or 1d3+1) CR 5
Stone Giant Elder CR 14 XP 1,600
XP 38,400 hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
hp 226 (Pathfinder Campaign Setting: Giants Revisited,
“Stone Giant, Elder”)
102. Werebear
99. Traders This encounter is with (95%) 1 werebear or (5%) 2 werebears.

Small traders are essentially small-scale caravans, usually moving Werebear (Hybrid Form) (1 or 2) CR 4
from town to town on a circuit rather than crossing hundreds of miles XP 1,200
from one major market to another. Roll 1d3 to determine the composition hp 46 (Pathfinder Roleplaying Game Bestiary 2,
of the group “Lycanthrope, Werebear”)

1d6
1–3
Trade Caravan
Mule train with 2d6 mules and 1d6 traders
103. Wild Cattle
4–5 2 wagons, each pulled by a pair of riding horses, with 1d6 There are 4d10 noncombatant wild cattle with 1d2 dangerous bulls.
traders and 2 archers
6 3 wagons, each pulled by a pair of riding horses, with 1d6 Bull (1d2) CR 2
+ 1 traders, 2 archers and 1 cavalry scouting. XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
Trader CR 5 Animal, Aurochs”)
XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
“Traveling Merchant”) 104. Wild Horses
Archer CR 1/2 Horse (2d10) CR 1
XP 200 XP 400
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”) hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse,
Light”)
Calvary CR 2
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch 105. Wolves
Calvary”)
Wolf (1d12+1) CR 1
Mule CR 1/2 XP 400
XP 200 hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Pony”)

Riding Horse CR 1
XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse,
Light”)

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106. Wood Elves 108. Wyverns
(Forest Wolf Clan) This encounter is with (90%) 1 wyvern or (10%) 1d4 wyverns.

Wyvern (1 or 1d4) CR 6
Wood Elf Warden (1d4+3) CR 8
XP 2,400
XP 4,800
hp 73 (Pathfinder Roleplaying Game Bestiary, “Wyvern”)
hp 51 (Pathfinder Roleplaying Game NPC Codex, “Green
Warden”)
109. Zombies
107. Worgs Zombie (3d6) CR 1/2
XP 200
Wolf (1d10) CR 1
hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)

Worg (1d3) CR 2
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)

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Appendix A: Feats Channeled Shield Wall, Combat Casting, Selective
Channeling, Versatile Channeler
Skills Appraise +9, Diplomacy +11, Sense Motive +11,
Spellcraft +9
Creature Stat Blocks Languages Common, Elven
Combat Gear potion of cure light wounds (2), potion of
endure elements, potion of hide from undead, potion of
lesser restoration; Other Gear mwk breastplate, mwk
buckler, +1 rapier, bedroll, belt pouch, candle (10), flint and
Acolyte of Sefagreth CR 1 steel, hemp rope (50 ft.), holy text (Sefagreth), masterwork
XP 400 backpack, mess kit, pot, silver holy symbol of Sefagreth,
Human cleric of Sefagreth 2 soap, spell component pouch, torch (10), trail rations (5),
N Medium humanoid (human) waterskin, 37 gp
Init +1; Senses Perception +3 Special Abilities
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield) Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a
hp 11 (2d8+2) d20 roll.
Fort +3, Ref +1, Will +6
Speed 40 ft. (30 ft. in armor) Silver-Tongued Haggler (+2, 6/day) (Su) +2 Bluff, Diplomacy,
Melee mwk rapier +1 (1d6-1/18-20) or Sense Motive
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5) Black Orc Champion CR 5
6/day—bit of luck XP 1,600
Cleric Spells Prepared (CL 2nd; concentration +5) Black orc fighter 5
1st—bless, comprehend languages, floating disk[D], CE Medium humanoid (orc)
sanctuary (DC 14) Init +2; Senses darkvision 60 ft.; Perception -1
0 (at will)—detect magic, guidance, light, read magic AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
D Domain spell; Domains Luck, Travel (Trade subdomain) hp 43 (5d10+15)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 15 Fort +6, Ref +3, Will +0 (+1 vs. fear); +4 vs. undead attacks
Base Atk +1; CMB +0; CMD 11 Defensive Abilities ferocity; DR 1/—
Feats Combat Casting, Versatile Channeler Weaknesses light sensitivity
Skills Appraise +6, Diplomacy +7, Sense Motive +8, Speed 30 ft. (20 ft. in armor)
Spellcraft +6 Melee +1 longspear +12 (1d8+10/×3)
Languages Common, Elven Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Other Gear mwk chainmail, mwk buckler, mwk rapier, iron Special Attacks weapon training (spears +1)
holy symbol of Sefagreth Str 19, Dex 14, Con 14, Int 9, Wis 8, Cha 6
Special Abilities Base Atk +5; CMB +9; CMD 21
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a Feats Brutal Coup De Grace, Dazzling Display, Gory
d20 roll. Finish, Power Attack, Weapon Focus (longspear), Weapon
Silver-Tongued Haggler (+1, 6/day) (Su) +1 Bluff, Diplomacy, Specialization (longspear)
or Sense Motive Skills Acrobatics -3 (-7 to jump), Intimidate +6
Languages Common, Orc
Auditor of Sefagreth CR 4 SQ armor training 1, blessing of orcus
XP 1,200 Other Gear banded mail, +1 longspear
Human cleric of Sefagreth 5 Special Abilities
N Medium humanoid (human)
Init +1; Senses Perception +3 Blessing of Orcus (Su) Black orcs gain a +4 racial bonus on
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield) all saving throws made to resist any attack or effect created
hp 28 (5d8+5) by an undead creature.
Fort +4, Ref +2, Will +7 Brutal Coup de Grace (Longspear, DC 10) Successful coup de
Speed 40 ft. (30 ft. in armor) grace disheartens nearby enemies.
Melee +1 rapier +3 (1d6/18-20) Darkvision (60 feet) You can see in the dark (black and white
Special Attacks channel positive energy 6/day (DC 15, 3d6) only).
Domain Spell-Like Abilities (CL 5th; concentration +8) Dazzling Display (Longspear) Intimidate check to demoralize
6/day—bit of luck can affect those within 30’ who see you.
Cleric Spells Prepared (CL 5th; concentration +8) Ferocity (Ex) Fight without penalty even while disabled or
3rd—bestow insight, discovery torch, fly[D] dying.
2nd—hold person (DC 15), locate object[D], page-bound Gory Finish Make an Intimidate check if you reduce an
epiphany, spiritual weapon opponent to negative hit points
1st—bless, comprehend languages, floating disk[D], sanctify Light Sensitivity (Ex) Dazzled as long as remain in bright
corpse, sanctuary (DC 14) light.
0 (at will)—detect magic, guidance, light, read magic
D Domain spell; Domains Luck, Travel (Trade subdomain)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +2; CMD 13

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Blood Orc Elder Warrior (Raging) CR 5 Skills Acrobatics -3 (-7 to jump), Diplomacy +7, Knowledge
XP 1,600 (history) +3, Knowledge (nobility) +3, Knowledge (planes)
Blood orc barbarian 5 +3, Knowledge (religion) +8, Sense Motive +7, Spellcraft +3
CE Medium humanoid (orc) Languages Common
Init +1; Senses darkvision 60 ft., scent; Perception +6 Other Gear +1 breastplate, +1 heavy steel shield, +1
AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, -2 rage) warhammer, silver holy symbol of Mithras
hp 58 (5d12+25) Special Abilities
Fort +8, Ref +2, Will +1 Battle Rage +3 (6/day) (Sp) Touch ally to grant +3 to melee
Defensive Abilities ferocity, improved uncanny dodge, trap damage rolls for 1 rd.
sense +1 Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Weaknesses light sensitivity
Speed 40 ft. High Auditor of Sefagreth CR 6
Melee +1 earth breaker +13 (2d6+11/×3), bite +7 (1d4+3) XP 2,400
Special Attacks rage (14 rounds/day), rage powers (animal Human cleric of Sefagreth 7
fury, reckless abandon) N Medium humanoid (human)
Str 24, Dex 13, Con 19, Int 8, Wis 6, Cha 6 Init +1; Senses Perception +3
Base Atk +5; CMB +12; CMD 21 AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1
Feats Furious Focus, Power Attack, Reckless Rage Dex, +1 natural, +2 shield)
Skills Acrobatics -1 (+3 to jump), Intimidate +6, Perception hp 39 (7d8+7)
+6, Survival +6 Fort +5, Ref +3, Will +8
Languages Common, Orc Speed 40 ft. (30 ft. in armor)
SQ fast movement, frenzy Melee +1 rapier +5 (1d6/18-20)
Other Gear chain shirt, +1 earth breaker Special Attacks channel positive energy 8/day (DC 16, 4d6)
Special Abilities Domain Spell-Like Abilities (CL 7th; concentration +10)
Animal Fury (Ex) Gain a d4 bite attack while raging 6/day—bit of luck
Cleric Spells Prepared (CL 7th; concentration +10)
Frenzy (Ex) Once per day a blood orc who smells or tastes 4th—freedom of movement[D], restoration
blood during combat may fly into a frenzy in the following 3rd—bestow insight, discovery torch, fly[D], locate object
round, biting and attacking with its weapons until it or its 2nd—calm emotions (DC 15), locate object[D], page-bound
opponent is dead. It gains +2 Strength, +2 Constitution, epiphany, share language (DC 15), spiritual weapon
and 2 AC. The creature cannot end it’s frenzy voluntarily 1st—bless, comprehend languages, floating disk[D],
liberating command, sanctify corpse[UM], sanctuary (DC
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 14)
to AC when enraged. 0 (at will)—detect magic, guidance, light, mending, read
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit magic
bonus while raging. D Domain spell; Domains Luck, Travel (Trade subdomain)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +5; CMB +4; CMD 16
Cleric of Mithras CR 5 Feats Channeled Shield Wall, Combat Casting, Extra
XP 1,600 Channel, Selective Channeling, Versatile Channeler
Human cleric of Mithras 6 Skills Appraise +11, Diplomacy +13, Sense Motive +13,
LN Medium humanoid (human) Spellcraft +11
Init +1; Senses Perception +3 Languages Common, Elven
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield) SQ good fortune (1/day)
hp 39 (6d8+12) Combat Gear cassock of the clergy; Other Gear +1
Fort +6, Ref +3, Will +8 breastplate, +1 buckler, +1 rapier, amulet of natural armor
Speed 30 ft. (20 ft. in armor) +1, ring of protection +1, golden holy symbol of Sefagreth
Melee +1 warhammer +5 (1d8+1/×3) Special Abilities
Special Attacks channel positive energy 6/day (DC 16, 3d6) Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a
Domain Spell-Like Abilities (CL 6th; concentration +9) d20 roll.
6/day—battle rage (+3), touch of law Good Fortune (1/day) (Ex) As an immediate action, reroll a
Cleric Spells Prepared (CL 6th; concentration +9) die before result is known. Must take 2nd roll.
3rd—archon’s aura (DC 16), contagious zeal[OA], magic Silver-Tongued Haggler (+3, 6/day) (Su) +3 Bluff, Diplomacy,
vestment[D], searing light or Sense Motive
2nd—arrow of law (DC 15), hold person (DC 15), marching
chant, spiritual weapon[D], stalwart resolve
1st—blessing of the watch, command (DC 14), magic
weapon[D], sanctify corpse, sun metal (DC 14)
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Law, War
Str 10, Dex 13, Con 12, Int 8, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Combat Casting, Purifying Channel, Selective
Channeling, Versatile Channeler

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Ice Cultist CR 2 Special Abilities
XP 600 Armored Charger (Ex) Mount is not slowed for a medium
Human cleric of Althunak 3 load or barding.
CE Medium humanoid (human) Mounted Archery Ranged weapon penalty when mounted is
Init +0; Senses Perception +2 halved to -2 or -4.
AC 16, touch 10, flat-footed 16 (+6 armor) Mounted Combat (1/round) Once per round you can attempt
hp 16 (3d8+3) to negate a hit to your mount in combat.
Fort +4, Ref +1, Will +5 Ride-By Attack You can move - attack - move when charging
Speed 30 ft. (20 ft. in armor) mounted.
Melee dagger +4 (1d4+2/19-20) or mwk greatclub +5 Spirited Charge Double damage when making a mounted
(1d10+3) charge (triple with a lance).
Special Attacks channel negative energy 6/day (DC 14, 2d6) Steadfast Mount +1 (Ex) Mount gains +1 to AC and saves
Domain Spell-Like Abilities (CL 3rd; concentration +5) while you are adjacent or mounted.
5/day—icicle (1d6+1 cold), touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +5) Loreclannic Scout CR 1/2
2nd—align weapon (evil only)[D], hold person (DC 14), XP 200
unholy ice weapon Human fighter (roughrider) 1
1st—cause fear (DC 13), cure light wounds, ice armor, N Medium humanoid (human)
protection from good[D] Init +3; Senses Perception +1
0 (at will)—bleed (DC 12), guidance, light, resistance AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
D Domain spell; Domains Evil, Water (Ice subdomain) hp 8 (1d10+2)
Str 14, Dex 10, Con 12, Int 8, Wis 14, Cha 16 Fort +3, Ref +3, Will +1
Base Atk +2; CMB +4; CMD 14 Speed 30 ft. (20 ft. in armor)
Feats Alignment Channel, Combat Casting, Selective Melee dagger +3 (1d4+2/19-20) or
Channeling lance +3 (1d8+3/×3)
Skills Acrobatics -5 (-9 to jump), Bluff +6, Diplomacy Ranged composite longbow +4 (1d8+2/×3)
+7, Knowledge (nobility) +3, Knowledge (planes) +3, Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Knowledge (religion) +3, Sense Motive +6, Spellcraft +3 Str 15, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Languages Common Base Atk +1; CMB +3; CMD 16
Combat Gear ice troll phlegm, liquid ice (2), unholy water Feats Mounted Combat, Ride-by Attack, Spirited Charge
(2); Other Gear four-mirror, dagger (4), mwk greatclub, Skills Acrobatics -1 (-5 to jump), Handle Animal +4, Ride +3
silver unholy symbol of Althunak, 37 gp (+5 to stay in the saddle)
Special Abilities Languages Common
Icicle 1d6+1 cold (5/day) (Sp) As a standard action, ranged Other Gear scale mail, arrows (20), composite longbow (+2
touch attack deals cold dam to foe in 30 ft. Str), dagger, lance, military saddle, heavy horse (combat
Touch of Evil (1 round, 5/day) (Sp) With a melee touch attack, trained), 7 gp
target is sickened and counted as good-aligned for the Special Abilities
purpose of [Evil] spells. Mounted Combat (1/round) Once per round you can attempt
to negate a hit to your mount in combat.
Loreclannic Knight CR 2 Ride-By Attack You can move - attack - move when charging
XP 600 mounted.
Human fighter (roughrider) 3 Spirited Charge Double damage when making a mounted
N Medium humanoid (human) charge (triple with a lance).
Init +3; Senses Perception +1
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) Owlbear Cub CR 3
hp 23 (3d10+6) XP 800
Fort +4, Ref +4, Will +2 Young owlbear
Speed 30 ft. (20 ft. in armor) N Medium magical beast
Melee dagger +3 (1d4+1/19-20) or Init +7; Senses darkvision 60 ft., low-light vision, scent;
mwk lance +6 (1d8+3/×3) or Perception +12
warhammer +5 (1d8+2/×3) AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
Ranged composite longbow +6 (1d8+2/×3) hp 37 (5d10+10)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance) Fort +8, Ref +7, Will +2
Str 15, Dex 16, Con 13, Int 8, Wis 12, Cha 10 Speed 30 ft.
Base Atk +3; CMB +5; CMD 18 Melee bite +7 (1d4+2), 2 claws +7 (1d4+2 plus grab)
Feats Mounted Archery, Mounted Combat, Ride-by Attack, Str 15, Dex 16, Con 14, Int 2, Wis 12, Cha 10
Spirited Charge, Two-weapon Fighting Base Atk +5; CMB +7 (+11 grapple); CMD 20 (24 vs. trip)
Skills Acrobatics +0 (-4 to jump), Handle Animal +6, Ride +9 Feats Great Fortitude, Improved Initiative, Skill Focus
(+11 to stay in the saddle) (Perception)
Languages Common Skills Perception +12
SQ armored charger, steadfast mount
Other Gear +1 breastplate, arrows (20), composite longbow Sven the Gaunt CR 7
(+2 Str), dagger, mwk lance, warhammer, military saddle, XP 3,200
heavy horse (combat trained) Male human cleric of Althunak 8

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CE Medium humanoid (human) Cleric Spells Prepared (CL 3rd; concentration +6)
Init +0; Senses Perception +4 2nd—hold person (DC 15), spiritual weapon[D], stalwart
Aura body of ice (5 ft.) resolve
AC 19, touch 11, flat-footed 19 (+7 armor, +1 deflection, +1 1st—blessing of the watch, command (DC 14), magic
natural) weapon[D], sanctify corpse
hp 52 (8d8+16) 0 (at will)—create water, guidance, light, stabilize
Fort +7, Ref +2, Will +10 D Domain spell; Domains Law, War
Speed 30 ft. (20 ft. in armor) Str 10, Dex 13, Con 12, Int 8, Wis 16, Cha 15
Melee +1 frost greatclub +9/+4 (1d10+4 plus 1d6 cold) Base Atk +2; CMB +2; CMD 13
Special Attacks channel negative energy 5/day (DC 16, Feats Combat Casting, Purifying Channel, Selective
4d6), scythe of evil (4 rounds, 1/day) Channeling
Domain Spell-Like Abilities (CL 8th; concentration +12) Skills Acrobatics -5 (-9 to jump), Diplomacy +6, Knowledge
7/day—icicle (1d6+4 cold), touch of evil (4 rounds) (religion) +5, Sense Motive +7, Spellcraft +3
Cleric Spells Prepared (CL 8th; concentration +12) Languages Common
4th—blessing of fervor (DC 18), hunger for flesh (DC 18), Other Gear breastplate, heavy steel shield, mwk
lesser planar ally, unholy blight[D] (DC 18) warhammer, silver holy symbol of Mitra
3rd—aura of cannibalism (DC 17), bestow curse (DC 17), Special Abilities
blindness/deafness (DC 17), magic circle against good[D], Battle Rage +1 (6/day) (Sp) Touch ally to grant +1 to melee
protection from energy damage rolls for 1 rd.
2nd—align weapon (evil only)[D], enemy’s heart, hold Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
person (DC 16), resist energy, unholy ice weapon
1st—bless, divine favor, ice armor, infernal healing, Waymarch Cavalry CR 2
protection from good[D], shield of faith XP 600
0 (at will)—detect magic, guidance, light, read magic Human fighter 3
D Domain spell; Domains Evil, Water (Ice subdomain) N Medium humanoid (human)
Str 14, Dex 10, Con 12, Int 8, Wis 18, Cha 14 Init +2; Senses Perception +1
Base Atk +6; CMB +8; CMD 19 AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 shield)
Feats Aura Flare, Combat Casting, Energy Channel, Power hp 23 (3d10+6)
Attack, Selective Channeling Fort +4, Ref +3, Will +2 (+1 vs. fear)
Skills Acrobatics -3 (-7 to jump), Diplomacy +12, Knowledge Speed 30 ft.
(religion) +10, Linguistics +3 Melee dagger +6 (1d4+3/19-20) or
Languages Abyssal, Common light mace +6 (1d6+3) or
Other Gear +1 breastplate, +1 frost greatclub, amulet of mwk lance +7 (1d8+4/×3)
natural armor +1, ring of protection +1, silver unholy Ranged composite shortbow +5 (1d6+3/×3)
symbol of Althunak Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Abilities Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Aura Flare (Cleric Channel Negative Energy 4d6 [5/day, DC Base Atk +3; CMB +6; CMD 18
16] [Su], DC 16) Flare your alignment aura to fatigue or Feats Mounted Archery, Mounted Combat, Ride-by Attack,
stagger those who oppose it. Spirited Charge, Trample
Body of Ice (8 rounds/day) (Su) Ice form grants DR 5/-, Skills Handle Animal +4, Profession (soldier) +5, Ride +7 (+9
Immunity to Cold, double damage from Fire. to stay in the saddle), Survival +5
Energy Channel Expend channel energy to grant weapon Languages Common
damage bonus equal to twice the number of channel dice. SQ armor training 1
Icicle 1d6+4 cold (7/day) (Sp) As a standard action, ranged Combat Gear potion of cure light wounds; Other Gear
touch attack deals cold dam to foe in 30 ft. mwk studded leather, +1 heavy wooden shield, arrows
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon (20), composite shortbow (+3 Str), dagger, light mace, mwk
temporarily becomes unholy. lance, military saddle, heavy horse (combat trained)
Touch of Evil (4 rounds, 7/day) (Sp) With a melee touch Special Abilities
attack, target is sickened and counted as good-aligned for Mounted Archery Ranged weapon penalty when mounted is
the purpose of [Evil] spells. halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt
Venerate of Mitra CR 2 to negate a hit to your mount in combat.
XP 600 Ride-By Attack You can move - attack - move when charging
Human cleric of Mitra 3 mounted.
LN Medium humanoid (human) Spirited Charge Double damage when making a mounted
Init +1; Senses Perception +3 charge (triple with a lance).
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Trample Your target may not try to avoid your mounted
hp 20 (3d8+6) overruns.
Fort +4, Ref +2, Will +6
Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +3 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—battle rage (+1), touch of law

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Designation of Open Game Content: Subject to the Product Identity Designation herein, indication as to compatibility, except as expressly licensed in another, independent Agree-
the following material is designated as Open Game Content. (1) all monster statistics, de- ment with the owner of each element of that Product Identity. You agree not to indicate
scriptions of special abilities, and sentences including game mechanics such as die rolls, compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
probabilities, and/or other material required to be open game content as part of the game tion with a work containing Open Game Content except as expressly licensed in another,
rules, or previously released as Open Game Content, (2) all portions of spell descriptions independent Agreement with the owner of such Trademark or Registered Trademark. The
that include rules-specific definitions of the effect of the spells, and all material previously use of any Product Identity in Open Game Content does not constitute a challenge to the
released as Open Game Content, (3) all other descriptions of game-rule effects specifying ownership of that Product Identity. The owner of any Product Identity used in Open Game
die rolls or other mechanic features of the game, whether in traps, magic items, hazards, Content shall retain all rights, title and interest in and to that Product Identity.
or anywhere else in the text, (4) all previously released Open Game Content, material 8. Identification: If you distribute Open Game Content You must clearly indicate which
required to be Open Game Content under the terms of the Open Game License, and public portions of the work that you are distributing are Open Game Content.
domain material anywhere in the text. 9. Updating the License: Wizards or its designated Agents may publish updated versions
Use of Content from Tome of Horrors Complete: This product contains or references of this License. You may use any authorized version of this License to copy, modify
content from the Tome of Horrors Complete and/or other monster Tomes by Frog God and distribute any Open Game Content originally distributed under any version of this
Games. Such content is used by permission and an abbreviated Section 15 entry has been License.
approved. Citation to monsters from the Tome of Horrors Complete or other monster 10. Copy of this License: You MUST include a copy of this License with every copy of
Tomes must be done by citation to that original work. the Open Game Content You Distribute.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of 11. Use of Contributor Credits: You may not market or advertise the Open Game
the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Content using the name of any Contributor unless You have written permission from the
Reserved. Contributor to do so.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 12. Inability to Comply: If it is impossible for You to comply with any of the terms of
have contributed Open Game Content; (b) “Derivative Material” means copyrighted this License with respect to some or all of the Open Game Content due to statute, judicial
material including derivative works and translations (including into other computer order, or governmental regulation then You may not Use any Open Game Material so
languages), potation, modification, correction, addition, extension, upgrade, improve- affected.
ment, compilation, abridgment or other form in which an existing work may be recast, 13. Termination: This License will terminate automatically if You fail to comply with all
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” All sublicenses shall survive the termination of this License.
means the game mechanic and includes the methods, procedures, processes and routines 14. Reformation: If any provision of this License is held to be unenforceable, such provi-
to the extent such content does not embody the Product Identity and is an enhancement sion shall be reformed only to the extent necessary to make it enforceable.
over the prior art and any additional content clearly identified as Open Game Content 15. COPYRIGHT NOTICE
by the Contributor, and means any work covered by this License, including translations Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
and derivative works under copyright law, but specifically excludes Product Identity; (e) System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon
“Product Identity” means product and product line names, logos and identifying marks Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and
including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic Dave Arneson.
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike
formats, poses, concepts, themes and graphic, photographic and other visual or audio Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
representations; names and descriptions of characters, spells, enchantments, personal- Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
ities, teams, personas, likenesses and special abilities; places, locations, environments, material by E. Gary Gygax and Dave Arneson.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC;
graphic designs; and any other trademark or registered trademark clearly identified as Author: Paizo Publishing, LLC.
Product identity by the owner of the Product Identity, and which specifically excludes the Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author:
Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
that are used by a Contributor to identify itself or its products or the associated products The Grand Duchy of Reme, © Frog God Games 2020; Author Matt Finch, Casey Chri-
contributed to the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” stofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer
means to use, Distribute, copy, edit, format, modify, translate and otherwise create Deriv-
ative Material of Open Game Content; (h) “You” or “Your” means the licensee in terms of
this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
tance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Con-
tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material
as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copy-

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